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*TTRPGs General
Player-driven campaigns and developing strong stories
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<blockquote data-quote="payn" data-source="post: 8970466" data-attributes="member: 90374"><p>I flip the grand story dynamic on its head. For example, the Traveller <em>Pirates of Drinax</em> sandbox campaign starts with the PCs getting a ship and a grand empire building goal placed before them. Something so task driven and time consuming to achieve, that there is no way to easily do it in a handful of adventures. Also, the dynamic of the setting will change where the unknown PCs will gain allies, rivals, and enemies... The stakes will continue to rise until there is a final grand conclusion. Just like the villain/faction of a typical written adventure.</p><p></p><p>Now the downside to this is you need a group of proactive players. The types that will explore, take action, drive the story forward. Not everybody likes this style of play. Some folks just want to be Captain America and Iron Man. They know Thanos is the end game, they dont care about that. They want the destination and dont mind the railed journey. It provides them with a neon sign that points them to the good stuff and they dont have to guess or make up what the game is about.</p><p></p><p>That said, I dont think its helpful to say things like written adventures are not genuine RPG experiences. I think its about preferences and being able to articulate and communicate that to your players. Which is why I think session zero and campaign/players guides are a huge bonus for any gaming group. They set the expectations so that hopefully everyone is on the same page. YMMV.</p></blockquote><p></p>
[QUOTE="payn, post: 8970466, member: 90374"] I flip the grand story dynamic on its head. For example, the Traveller [I]Pirates of Drinax[/I] sandbox campaign starts with the PCs getting a ship and a grand empire building goal placed before them. Something so task driven and time consuming to achieve, that there is no way to easily do it in a handful of adventures. Also, the dynamic of the setting will change where the unknown PCs will gain allies, rivals, and enemies... The stakes will continue to rise until there is a final grand conclusion. Just like the villain/faction of a typical written adventure. Now the downside to this is you need a group of proactive players. The types that will explore, take action, drive the story forward. Not everybody likes this style of play. Some folks just want to be Captain America and Iron Man. They know Thanos is the end game, they dont care about that. They want the destination and dont mind the railed journey. It provides them with a neon sign that points them to the good stuff and they dont have to guess or make up what the game is about. That said, I dont think its helpful to say things like written adventures are not genuine RPG experiences. I think its about preferences and being able to articulate and communicate that to your players. Which is why I think session zero and campaign/players guides are a huge bonus for any gaming group. They set the expectations so that hopefully everyone is on the same page. YMMV. [/QUOTE]
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